It is very important that you read all the rules and regulations before joining up with this RPG. If you don't, you're likely to do something wrong, and get accused of cheating, and we can't have that now, can we? We strongly urge you to read all the rules, but if you wish to look up a particular area of interest, feel free to use the anchor links provided.
General Rules
Understanding Your Characters StatisticsThere is much to understand about the various statistics that your character has. Reading this section of the rules will explain these terms to you. Each class is unique in it's abilities and where it's potentials lie. The two stats that will affect how your character performs most throughout the game, are it's M levels (magic levels) and it's W levels (weapon levels). M and W levels are a fixed value that specifies the very maximum potential that the given class can reach, as far as the types of attacks you can learn go. For example, the Knight, who has a W class of 5, and a M class of 2, will be able to learn all Weapon attacks from level 1 to level 5, and can learn all Magic attacks from Level 1 to level 2. Translated into English, this means that a knight has a wide range of weapon attacks, but a very limited ability to learn magic attacks. On the other extreme you have the Wizard, who has a level 6M, and a level 1W. This means that a wizard is capable of learning the most destructive magic attacks, but can only learn the bare minimum in weapon attacks. The main difference between magic and weapon attacks, is that magic attacks are much more difficult to learn, but do a fair amount more damage than their weapon equivalents (although this isn't always the case, and the differences between the two attacks will become more complex as the RPG progresses). Your abilities to learn attacks are not just affected by you M and W levels. Many attacks require a minimum level of either Strength, Magic, or Dexterity. These attacks can be increased through fighting, training, or through wearing an enchanted item. As well as acting as limitations of what you are able to learn, you Magic and Strength levels also act as a bonus upon the amount of damage you inflict upon your foe. For example, if a beginner Knight were to use the W class attack 'punch' against a foe, his strength level is added upon the total damage he inflicts (Punch performs 50 damage at it's base, plus his strength number, 12. The total damage rests at 62). Strength points are added to the W class attacks, and Magic points are added to the M class attacks. If your Dexterity level is higher than your Strength or Magic levels, it can be substituted as the bonus attack points. One of the two most important stats to keep an eye on in actual battle, is your endurance points. Endurance points are the amount of damage your character can take before he or she dies. If you or your enemies endurance points drops below zero, then that character loses the battle. For more information, see the 'fighting rules'. As well and the need to keep a close eye upon you endurance level, you also need to pay attention to your remaining Mana levels. Every time you use an attack, or block one, you use the mystical force that every living creature has, called 'Mana'. Run out of Mana, and you lose the ability to perform the more powerful attacks. For example, if one was to attack a foe with the M attack 'Magic Gust', as well as doing 40 damage to ones foe (plus additional magic points bonus), one also must deduct 25 Mana points from ones Mana level. If you run out of Mana points, you are forced into attacking with your beginning attack, which although has little power, costs no Mana. Both Mana and endurance points are filled to their max after a battle has ended. It is important not to get too confident, however, no matter how strong your character may be, for there is no guarantee that you will always hit your target. Players are are always at the mercy of the dice, and depending upon your accuracy level, you might need to skin a few rabbits for their lucky feet. After making an attack upon an enemy, the judge will roll two dice to determine if you successfully hit the target. Depending upon your accuracy, you are required to choose a certain amount of numbers between 2 and 12. If that total is rolled, then it counts as a miss. For example, if you were a Knight, with an accuracy of 9/12, then you are required to choose 3 numbers in which would result in your missing of the target. Please note that it's impossible to roll a 1, as there is two dice used, so the odds are more accurately '8 out of 11 chance to hit'. Accuracy cannot be increased, unless you own the relic of "Dragon's Eye". The amount of items (see below) you can carry at one time is limited by your baggage. Each player starts with a maximum of 10 baggage points. Each item that you buy takes up space in your baggage. When you cannot fit anymore items in your baggage, you must either wear an item if you have on your body (for example, you can free up baggage by taking armor or rings out of your baggage, and wearing it on your body), or toss it away. An item tossed away cannot be retrieved. It's important to note the size of an item you buy, as it may make your baggage very heavy. For example, a full plate mail has a baggage size of three, whilst a cloak only has a baggage size of one. Training RulesTraining is the main way to gain the raw experience needed to battle your foes in the forest. There is a limit of 2 (two) hours of training per day. Any training received over the limit will be ignored. In other words, you can't do a weeks worth of training in advance. The limit is designed for those people who can't connect every day. It prevents people from getting too powerful. The training which you do complete can be converted into five aspects. You can only train in one aspect at a time. If you train for sixty minutes, you only go up in one attribute, not all of them. Use your training time wisely, because a whopping strength/magic level usually means you didn't learn any attacks. Balance is the key. Training is done by spending time in the forest chat room. When logging into the chat room, make sure to state the time you entered, and then state that you have officially begun training. After you have spent the time you wish to spend training, type the time you finished, and work out how many points you are entitled to. The point to time ratio is shown below. i) Strength: 1 point every 30 minutes ii) Magic: 1 point every 30 minutes iii) Dexterity: 1 point every 30 minutes iv) Gold: 10 gold pieces every 10 minutes v) Learn attack: Time to learn an attack is respective of the required hours. If you wish to gain points faster, then the norm, you are able to do so by 'sparring' with another person in the chat room. Sparring is the process of having mock battles with one other player (no threesomes, and sparring with 3 other people does not double the effectiveness of normal sparring). Sparring is designed to be a social event, where the players can chat and have some fun describing the violent things that you could do to each other if there were no rules. Obviously, after sparring no one dies or loses a relic. Remember, you may only spar in pairs (although two pairs are more than welcome to have 'tag-matches'. There is no extra benefit points wise, but it's funnier). When sparring, your training is affected as shown below: i) Strength: 1 point every 15 minutes ii) Magic: 1 point every 15 minutes iii) Dexterity: 1 point every 15 minutes iv) Gold: 10 gold pieces every five minutes v) Learn Attack: Time to learn attack is respective to required hours (although when sparring half an hour is equal to one hour of normal training) Inventory and ItemsA character cannot survive in the forest with bare experience alone. A
wise character will make sure to scrape and save their gold to buy a
variety of items to add to their inventory. From a glance there is four
main classes of items you can buy. Weapons,
Armour, Potions,
and Rings and Amulets. BattlingIt is unfortunate, but in times of war matters cannot always be solved with a discussion and a treaty. Matters are even graver when the war is between the forces of good and evil. Because few of the beasts in the forest and even fewer of you foes can be reasoned with, it is necessary to have the ability to both attack, and defend. We try to keep battles simple (failing miserably), and play by a simple series of battle rules (the actual process of battling is further below). The rules are as follows:
Before a battle, each player must do three things. Firstly, each player must state the items that he or she is wielding and wearing (this includes weapons, armor, rings, and amulets), and then they must state the relic they are fighting for (if any). Secondly, each player must choose the numbers that will represent his or her 'misses' in battle. The amount of numbers each player needs to choose depends upon the characters accuracy. Lastly, each player must bow, thus showing respect for the other player and showing that he or she is ready to battle. The actual process of battling is a series of rounds where the players
take turns in attacking each other. There are three steps that must be
taken to complete your turn. The player with the highest dexterity goes
first. If you win a battle, you gain three things. Most importantly, you gain your choice of one of the enemies relics, you gain 10% of the enemies stats, and you gain one thousand gold piece cash prize. If you lose in battle, you have a mixed bag of fortune. You gain 1/20th of the enemies stats, you learn 20 hours of any attack being learnt, you must remain dead for one week (whist you are dead you are unable to train, or enter the forest chat room), and you must surrender one of your relics.If you draw in battle, both players are revived, no experience is gained for either players, no relics are gained or lost, and players are free to train, but cannot fight for a week |